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Content Generation for Serious Games

Dey, Rahul ; Konert, Johannes
Hrsg.: Dörner, Ralf ; Göbel, Stefan ; Kickmeier-Rust, Michael ; Masuch, Maic ; Zweig, Katharina (2016)
Content Generation for Serious Games.
In: Entertainment Computing and Serious Games
doi: 10.1007/978-3-319-46152-6_8
Buchkapitel, Bibliographie

Kurzbeschreibung (Abstract)

Content is a key component for successful computer games and it is also one of the most labour and time intensive tasks a game developer can face. As the scale of contemporary games increases, players come to expect higher standards of fidelity and immersion, thus increasing the need to create large amounts of content. This chapter focuses on the creation of content for serious games, particularly research that can aid designers and game developers in generating large amounts of content quickly and effectively. While game developers have had many tools and methods for creating content for standard computer games, this chapter will concentrate on the types of content specific to serious games.

Typ des Eintrags: Buchkapitel
Erschienen: 2016
Herausgeber: Dörner, Ralf ; Göbel, Stefan ; Kickmeier-Rust, Michael ; Masuch, Maic ; Zweig, Katharina
Autor(en): Dey, Rahul ; Konert, Johannes
Art des Eintrags: Bibliographie
Titel: Content Generation for Serious Games
Sprache: Englisch
Publikationsjahr: 6 Oktober 2016
Ort: Berlin
Verlag: Springer
(Heft-)Nummer: 9970
Buchtitel: Entertainment Computing and Serious Games
Reihe: Lecture Notes in Computer Science
Band einer Reihe: 9970
DOI: 10.1007/978-3-319-46152-6_8
URL / URN: http://www.springer.com/de/book/9783319461519#aboutBook
Kurzbeschreibung (Abstract):

Content is a key component for successful computer games and it is also one of the most labour and time intensive tasks a game developer can face. As the scale of contemporary games increases, players come to expect higher standards of fidelity and immersion, thus increasing the need to create large amounts of content. This chapter focuses on the creation of content for serious games, particularly research that can aid designers and game developers in generating large amounts of content quickly and effectively. While game developers have had many tools and methods for creating content for standard computer games, this chapter will concentrate on the types of content specific to serious games.

Fachbereich(e)/-gebiet(e): 18 Fachbereich Elektrotechnik und Informationstechnik
18 Fachbereich Elektrotechnik und Informationstechnik > Institut für Datentechnik
18 Fachbereich Elektrotechnik und Informationstechnik > Institut für Datentechnik > Multimedia Kommunikation
Hinterlegungsdatum: 09 Mai 2017 07:40
Letzte Änderung: 24 Jan 2023 13:46
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